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Copy file name to clipboardExpand all lines: docs/api/studio/changelog.mdx
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@@ -51,7 +51,7 @@ The all-new Studio Runtime 2.0 comes with a rebuilt physics engine. Some physics
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- We added a new `type` property (required) to `ecs.Collider` to allow for determining if and how physics simulation should apply to the object. Previously, a mass value above 0 determined if a collider was Dynamic or not (0 mass = Static), and Kinematic colliders were not supported.
Copy file name to clipboardExpand all lines: docs/api/studio/events/xr/face.mdx
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| transform |[`TransformObject`](#TransformObject)| Transform information of the located face. |
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| vertices |`[{x, y, z}]`| Position of face points, relative to transform. |
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| normals |`[{x, y, z}]`| Normal direction of vertices, relative to transform. |
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| attachmentPoints |`{ name, position: {x,y,z} }`| See [`XR8.FaceController.AttachmentPoints`](https://www.8thwall.com/docs/api/engine/facecontroller/attachmentpoints/) for list of available attachment points. `position` is relative to the transform. |
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| attachmentPoints |`{ name, position: {x,y,z} }`| See [`XR8.FaceController.AttachmentPoints`](/docs/api/engine/facecontroller/attachmentpoints/) for list of available attachment points. `position` is relative to the transform. |
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| uvsInCameraFrame |`[{u, v}]`| The list of uv positions in the camera frame corresponding to the returned vertex points. |
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#### Example
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| transform |[`TransformObject`](#TransformObject)| Transform information of the located face. |
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| vertices |`[{x, y, z}]`| Position of face points, relative to transform. |
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| normals |`[{x, y, z}]`| Normal direction of vertices, relative to transform. |
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| attachmentPoints |`{ name, position: {x,y,z} }`| See [`XR8.FaceController.AttachmentPoints`](https://www.8thwall.com/docs/api/engine/facecontroller/attachmentpoints/) for list of available attachment points. `position` is relative to the transform. |
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| attachmentPoints |`{ name, position: {x,y,z} }`| See [`XR8.FaceController.AttachmentPoints`](/docs/api/engine/facecontroller/attachmentpoints/) for list of available attachment points. `position` is relative to the transform. |
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| uvsInCameraFrame |`[{u, v}]`| The list of uv positions in the camera frame corresponding to the returned vertex points. |
Copy file name to clipboardExpand all lines: docs/engine/engine.md
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---
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sidebar_label: Introduction
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sidebar_label: Engine Introduction
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---
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# 8th Wall Engine
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:::info
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If you are developing an 8th Wall project with [Studio](/docs/studio), the 8th Wall Engine is included in all projects by default and does not require additional setup.
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:::
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The 8th Wall AR Engine is a complete implementation of 8th Wall's Simultaneous Localization and Mapping (SLAM) engine, hyper-optimized for real-time WebAR on browsers. AR features include World Tracking, Image Targets, Face Effects, and Sky Segmentation.
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The engine is built-in to Studio projects, and is also easily integrated into modern 3D JavaScript frameworks such as [A-Frame](<https://aframe.io/>), [three.js](<https://threejs.org/>), [PlayCanvas](<https://www.playcanvas.com>), and [Babylon.js](<https://www.babylonjs.com/>).
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`window.dataLayer.push({event: 'placeModel'})`
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##### Example - based on <https://www.8thwall.com/8thwall/placeground-aframe/master/tap-place.js> {#example---based-on-httpswww8thwallcom8thwallplaceground-aframemastertap-placejs}
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##### Example - based on <https://github.com/8thwall/aframe-world-effects-example/blob/main/src/tap-place.js>
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